ROBO OH/MASAMIOH

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Ro MASAMIOH headshot.png
Health 600
Forward Walk Speed 1.10
Backward Walk Speed 1.00
Forward Dash Speed 2.10
Backward Dash Speed 1.47
Jump Speed 1.15

Introduction

MASAMIOH, like MEGASTAR, is inspired by one of Foxy Boxy’s other works, namely Masami Sushi Ace. MASAMIOH wields potentially the best and worst projectile in the game in light Sushi Toss. When RNG is on your side, MASAMIOH can overwhelm any opponent. However, he can also draw a bad card and become helpless. It's up to you to make the most of his interesting tools. Once MASAMIOH closes the gap, he can put on a display of mixup opportunities that can leave your opponent’s head spinning.

“Your parts are unfit for ROBOZUSHI!”


Strengths Weaknesses
  • Good mixups: Between j.H > Drop, j.H > 5H and j.H > 2L, MASAMIOH has a wide variety of mixups to confuse the opponent, especially on crossup.
  • Good average damage: MASAMIOH will always deal good damage on hit, optimally does 250+ meterless damage.
  • Light Sushi: RNG guides this move towards either success or failure. It will work about 50% of the time, but when it does work, you are greatly rewarded with good damage, or a nice extension.
  • Needs help in neutral: 6H is good but fairly committal.
  • Light Sushi also: When light sushi doesn’t work, you are punishable on hit and block. Awful terrible nonsense occurs when this move doesn’t work, it's pointless to even attempt using this move without 2 meter or almost 2 meter to hyperdrive out incase you get octopus. It is millions of times safer to just use heavy sushi.

Unique Tools

MASAMIOH makes use of RNG based Sushi as his tool. When performing Light Sushi Toss, the effect of the projectile depends on the flavor of sushi thrown. Each sushi has a 25% chance of appearing. Here they are in order of practicality.

Tamago (Egg) (Yellow): -10 damage, +20 hitstun

Ebi (Shrimp) (Pink & Yellow): -10 damage, +10 hitstun

Maguro (Tuna) (Red): +10 damage, -10 hitstun

Tako (Octopus) (Solid Pink): +20 damage, -20 hitstun

Movelist

5L
Ro MA 5L.png
Type 2 light attack.
Type 2 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30 5 2 7 +3 +3 Mid 0 - -
  • Cancels into itself.
2L
Ro MA 2L.png
Type 2 light attack.
Type 2 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30 5 2 7 +3 +3 Low 0 - -
  • Cancels into itself, hits low.
5H
Ro MA 5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
75 13 6 15 +4 -6 High 0 - -
  • An overhead swing with surprisingly fast startup. Can combo into Sushi even at max range.
2H
Ro MA 2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
45 13 6 15 Knockdown -9 Mid 0 - -
  • MASAMIOH swipes upward with a disjointed hitbox. Launches on hit.
6H
Ro MA cmdH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30,30,30 13 29 14 - - Mid 0 - -
  • an advancing, mulit-hit punch that can juggle up to 3 times. Used in MASAMIOH's Spin Loops in the corner.
j.L
Ro MA jL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30 5 999 - - - High 0 - -
  • Standard j.L.
j.H
Ro MA jH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
65 13 7 15 +8 -2 High 0 - -
  • Isn't as reliable as some other jump-ins, but it's still MASAMIOH's best option for one.
Throw
L+H
Ro MA Throw.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 16 3 27 Knockdown - Throw 0 - -
  • Universal throw.


Sushi Toss
26x
Ro MA 26x.png
octopus = skill issue
octopus = skill issue
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 40-80 20 20 11 -30=+9 -26 Mid 15 - -
  • As mentioned before, this attack has various effects that are listed under "Unique Tools". Here are some practical confirms on hit for 6H or s.H:

Tamago (Yellow) - Can convert into practically any grounded move. For another spin of the RNG wheel, do 5H > light sushi again. For a knockdown, do 5H->24H. To convert into super, 6H->2626L+H.

Ebi (Orange) - Midscreen you can link into 6H, and in the corner you can link into s.H. These links are tight and can be replaced with 5L or 2L when close enough.

Maguro (Red) - Need to hyperdrive on reaction to follow up, use 5L or 2L.

Tako (Pink) - Unsafe as fuck. Need to hyperdrive backward on reaction on order to be safe.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 60 20 20 11 -11 -26 Mid 15 - -
  • Unlike the Light version, this one has the same result every time.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 70 20 20 11 Knockdown -11 Mid 17.5 - -

A sushi that can be used to end a juggle combo from far away, such as after 6H.

Masami Drop
j.24x
Ro MA j24x.png
read this mix
read this mix
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 50 19 5 27 +18 -22 Low 12.5 - -

MASAMIOH drops from the sky and hits the ground, causing a small quake. Very plus on hit.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 70 19 5 27 Knockdown -22 Low 17.5 - -

MASAMIOH falls similarly to RO L.png Masami Drop, but it knocks down. Allows plenty of time to dash over for okizeme.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 80 19 5 27 Knockdown -22 Low 20 - 1-18 Full

This move is a very strange kind of reverse DP. if MASAMIOH jumps over an opponent and baits a reversal, there's a good chance MASAMIOH goes right through it.

Masami Spin
24x
Ro MA 24L.png
Ro MA 24H.png
Ro MA 24L+H.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 50 10 10 6 +4 -6 Mid 12.5 - -

Masami Spin is a good move to throw out when you want to see what your opponent does under pressure. This move is very fast in total frames, taking less than half a second to complete. This move lets MASAMIOH feint an approach or, when even slightly meaty, it can be safe on block, up to +4.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 80 10 30 6 Knockdown -26 Mid 20 - -

RO H.png Masami Spin is a little smaller than the light version, at the cost of being active for longer and travelling further. This move is a meterless knockdown wherever you hit it, and you always end up close to the opponent. It is unsafe on block most of the time, except when extremely late into the active frames.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 45,45 10 30 6 Knockdown -26 Mid 11.25,11.25 - 1-10 full, 11-40 projectile

A Masami Spin with the hitbox of the light version and the distance of the heavy version. Hits twice, and is MASAMIOH's reversal.


Super Masami Drop
2626L+H
Ro MA 2626L+H.png
No matter where you are, he will find you
No matter where you are, he will find you
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
1 Bar 66 13 11 67 Knockdown -73 Mid 16.5 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
2 Bar 133 13 11 67 Knockdown -73 Mid 33.25 - 1-12 Projectile
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
3 Bar 200 13 11 67 Knockdown -73 Mid 50 - 1-12 Full

All versions of Super Masami Drop track the opponent exactly. One of the best supers in the game for this reason. Only does 200 damage but you can punish almost anything with this move.


General
Controls
Notation
HUD
System
FAQ
Patch Notes
Characters
RINGKING
MEGASTAR
NEKOGAMI
DRAGONOH
MASAMIOH
AUTOFIVE
YUMELODY
SUTEKISS
GRANDSKY
HEAVYTEX
UCHUZINE
SHIPPOOH
MAXCYBER
DIMCYBER